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公开(公告)号:US20230343349A1
公开(公告)日:2023-10-26
申请号:US17725007
申请日:2022-04-20
Applicant: Sony Interactive Entertainment Inc.
Inventor: Glenn Black , Celeste Bean , Michael Taylor
IPC: G10L21/007 , G10L25/63
CPC classification number: G10L21/007 , G10L25/63
Abstract: A prime user is given the ability to apply selective digital signal processing to incoming voice chat audio to prevent being exposed to excessively emotional communication. The incoming audio level can be normalized as a user starts yelling, or tonality can be removed when angry/aggressive tones are being used to produce a robotic or toneless voice.
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公开(公告)号:US20230096357A1
公开(公告)日:2023-03-30
申请号:US17491269
申请日:2021-09-30
Applicant: Sony Interactive Entertainment Inc.
Inventor: Victoria Dorn , Celeste Bean , Olga Rudi , Courtney Yingling , Amy Chien
Abstract: Systems and methods for emotion detection and emotion-based moderation based on voice inputs are provided. A user emotion profile may be stored in memory for a user. The user emotion profile may include one or more moderation rules that specifies a moderation action responsive to one or more emotional states. A current communication session associated with the user and one or more other users may be monitored based on the user emotion profile. An emotional state detected as being associated with a subset of the messages may trigger at least one of the moderation rules by corresponding to at least one of the emotional states specified by the user emotion profile. A presentation of at least one of the messages in the subset being provided to the user device may be modified in accordance with the moderation action specified by the user emotion profile.
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公开(公告)号:US20250050217A1
公开(公告)日:2025-02-13
申请号:US18231089
申请日:2023-08-07
Applicant: SONY INTERACTIVE ENTERTAINMENT INC.
Inventor: Alex Duplessie , Victoria Dorn , Celeste Bean , Ritagya Meharishi , Kristie Ramirez , Tooba Ahsen
IPC: A63F13/57 , A63F13/5378
Abstract: A system uses map data of a virtual environment and object data of an avatar object including a moveset to generate an action path for traversal of the virtual environment by the avatar object. The system applies machine learning model(s) to generate one or more pathways through the virtual environment, and decompose the one or more pathways into one or more pathway segments that can be evaluated for feasibility and other factors. The system can iteratively generate and evaluate a move sequence of the action path having one or more parameters for execution by the avatar object. The system can construct the action path by combination of a plurality of pathway segments to satisfy one or more constraints associated with traversal by the avatar object from a start location to a destination location within the virtual environment.
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公开(公告)号:US20250032937A1
公开(公告)日:2025-01-30
申请号:US18917167
申请日:2024-10-16
Inventor: Lachmin Singh , Celeste Bean , Olga Rudi , Katie Egeland , Steven Osman
IPC: A63F13/86
Abstract: The present disclosure generally relates to systems and methods to for encouraging spectator participation by permitting audience participation to provide different types of in-game help or hindrance to eSport players or teams when certain tiers or thresholds of spectator engagement are reached. In one example, a player's fanbase may cheer by pressing a button or providing other input/feedback. When a specific number of spectators or a level of participation is reached, a helpful object, power-up, or other in-game advantage may be given to the player. Conversely, a harmful item, loss of an object, or other in-game hindrance may be given to the player.
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25.
公开(公告)号:US20250001307A1
公开(公告)日:2025-01-02
申请号:US18341858
申请日:2023-06-27
Applicant: Sony Interactive Entertainment Inc.
Inventor: Sergey Bashkirov , Celeste Bean , Sudha Krishnamurthy , Masanori Omote , Sagar Sudhakara
Abstract: System, process and device configurations are provided for detecting user socialization preferences and controlling multiplayer selection. A method can include receiving user voice output during gameplay for a first user, and determining a socialization preference for the first user based on the user voice output. The method may also include updating a user profile for the first user based on the socialization preference, selecting at least one second user, and controlling a gameplay session for the first user and the at least one second user, wherein audio output for the first user is controlled using a the user profile. Socialization preferences detected during gameplay may be used to select other users for multiplayer game sessions. The socialization preferences may also be used to control audio output by way of selection/terminating players from a session, filtering audio output to a user, filtering intensity and/or modifying audio output to a user.
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26.
公开(公告)号:US12151168B2
公开(公告)日:2024-11-26
申请号:US17865977
申请日:2022-07-15
Inventor: Angela Bartolome , Celeste Bean , Olga Rudi
IPC: A63F13/75 , A63F13/35 , A63F13/355 , A63F13/424 , A63F13/428 , A63F13/63 , A63F13/79 , G06N5/04 , G06N20/00
Abstract: A disruptive behavior incident flag notification is received from a game player that marks a time during play of a video game corresponding to a potential disruptive behavior incident. A video clip for the disruptive behavior incident flag notification is automatically generated and stored with the disruptive behavior incident flag notification in association with an account of the game player. The game player accesses and reviews the disruptive behavior incident flag notification and corresponding generated video clip. The game player applies a validation indicator to the disruptive behavior incident flag notification. The validation indicator for the disruptive behavior incident flag notification as received from the game player is used to prioritize the disruptive behavior incident flag notification and corresponding generated video clip for platform moderator review. An incident reporting score for the game player is updated based on a platform moderator report for the disruptive behavior incident flag notification.
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公开(公告)号:US12145074B2
公开(公告)日:2024-11-19
申请号:US17828974
申请日:2022-05-31
Inventor: Lachmin Singh , Celeste Bean , Olga Rudi , Katie Egeland , Steven Osman
IPC: A63F13/86
Abstract: The present disclosure generally relates to systems and methods to for encouraging spectator participation by permitting audience participation to provide different types of in-game help or hindrance to eSport players or teams when certain tiers or thresholds of spectator engagement are reached. In one example, a player's fanbase may cheer by pressing a button or providing other input/feedback. When a specific number of spectators or a level of participation is reached, a helpful object, power-up, or other in-game advantage may be given to the player. Conversely, a harmful item, loss of an object, or other in-game hindrance may be given to the player.
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公开(公告)号:US20240335737A1
公开(公告)日:2024-10-10
申请号:US18296091
申请日:2023-04-05
Applicant: Sony Interactive Entertainment Inc.
Inventor: Celeste Bean , Glenn Black , Victoria Dorn
IPC: A63F13/212 , A63F13/245
CPC classification number: A63F13/212 , A63F13/245
Abstract: A method is provided for facilitating communication between players in a video game, including the following operations: receiving video of a first player during gameplay of the video game; analyzing the video to identify gestures made by the first player; responsive to identifying the gestures, then translating the gestures into a text communication, wherein translating the gestures uses a context of the video game to determine content of the text communication; presenting the text communication through an in-game chat of the video game, for viewing by a second player during the gameplay of the video game.
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公开(公告)号:US12102929B2
公开(公告)日:2024-10-01
申请号:US18141756
申请日:2023-05-01
Applicant: SONY INTERACTIVE ENTERTAINMENT INC.
Inventor: Celeste Bean
CPC classification number: A63F13/87 , A63F13/53 , G06F3/165 , G10L15/08 , H04L65/4046 , G10L2015/088
Abstract: A method and system for setting a vocal collision queue is disclosed. A plurality of incoming audio streams associated with a plurality of user devices currently involved in a communication session is recorded. There is an overlap between portions of two or more of the audio streams in the communication session that is identified. A queue for the two or more identified audio streams is determined. The queue includes a sequence to the identified audio streams. Recordings corresponding to the overlapping portions of the identified audio stream are retrieved. The retrieved recordings are provided to the user devices in the communication session. The retrieved recordings are played sequentially in accordance with the determined sequence.
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公开(公告)号:US12080301B2
公开(公告)日:2024-09-03
申请号:US18056132
申请日:2022-11-16
Applicant: Sony Interactive Entertainment Inc.
Inventor: Christopher M. Pontiga , Celeste Bean , Arthur Kwun
IPC: G06F30/20 , G08B6/00 , G10L19/018
CPC classification number: G10L19/018 , G06F30/20 , G08B6/00
Abstract: Computer game transmitters can shift frequencies of game assets such as audio or haptic assets to the ultrasonic range and then mix the assets with game audio, transmitting the mix. Receivers then separate the audio from the audible band to play the audio and downmix the assets for play thereof. The frequencies of the assets can be companded prior to transmission.
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